
public class Character {
	int warmth;
	int blood;
	int vision;
	//How much has being exposed hurt me?
	int exposure;
	int hunger;
	int thirst;
	//Sleep/lack of sleep
	int tiredness;
	//Not sleepiness, but how worn out are you?
	int endurance;
	//Am I outside in the elements?
	boolean exposed;
	int sanity;
	
	boolean ill;
	String illness;
	int stress; // Maybe???
	
	//Temp variables to indicate how quickly character can get hungry/thirsty/tired/worn out/cold/hot/insane/ill
	//Higher chance of becoming ill if hungry/thirsty/tired/cold/etc.
	//If ill, all Rates should increase - depending on the illness and the severity
	//Being filled on food/water will decrease tired/endurance/warmth Rates
	//Lower Rate = better
	
	//Several "stages of starvation" - each one will affect the other Rates differently
	
	int hungerRate;
	int thirstRate;
	int tiredRate;
	int exposureRate;
	int enduranceRate;
	int warmthRate;
	int sanityRate;
	int illnessRate;
	
	//Add stuff here for injury tracker - each body part/bones/organs/etc
	//Stun damage (from physical blows) - depending on severity will only have lingering effects, but if level gets
	//	high enough, could cause more issue
	//Broken bones - severity and location
	//Physical damage - cuts/burns/gunshots/acid/etc - severity of each
	//Recovery time based on severity of wounds
	//Shock/pain/blood loss
	//Wound types - incisions, lacerations (tears from blunt trauma), penetrations,
	//              arrow/bolt wounds (possible exit wound), abrasions, puncture wounds
	//High level of stun damage to head area can cause unconsciousness
	//Loss of enough blood causes unconsciousness
	
	//Generate all the player's skills
	//Skill[] skillSet = new Skill[];
	
	public Character(){
		
	}
}
